Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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April 30, 2009, 02:07 (GMT)
2 BGE bugs from 2.48 fixed
- the gp_GamePythonPath relative path variable wasnt updated when loading new files.
- missing NULL check for scene crashed blender when it failed to load a file.
Both problems dont affect blenderplayer

April 30, 2009, 00:51 (GMT)
Not sure why this INCREF is needed since making a replica wont use the m_bytecode so why should it add a user?
Removed in 19974 but that crashes YoFrankie so adding back in for now.
April 29, 2009, 23:59 (GMT)
error in last commit
April 29, 2009, 23:43 (GMT)
use BLO_sys_types.h instead, it's windows proof
April 29, 2009, 23:39 (GMT)
python modules in the game engine could point to builtin modules like GameLogic that was cleared.
I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least.

also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
April 29, 2009, 23:33 (GMT)
missing stdint.h include
April 29, 2009, 22:09 (GMT)
* instead of using okee() (breaking builds) use error() in 250 subversion handling in 2.49
April 29, 2009, 20:56 (GMT)
* make sure header file agrees with editfont.c (unsigned long -> uintptr_t), following commit by Genscher r19983
April 29, 2009, 20:09 (GMT)
* fix linking problem for mingw with setenv/_putenv_s, here we use putenv("key=val");
April 29, 2009, 19:33 (GMT)
Possible fix for bug #18648: one armature disappears when joining
armatures. Not sure it actually fixes the problem because I can't
test this on Win 64, but this fixes use of unitialized memory at
least. Mat4MulMat34 only sets the 3x3 part of the 4x4 matrix, which
may lead to a NaN bone roll value.

April 29, 2009, 19:13 (GMT)
Win64 fixes - I don't think that they introduced any bugs yet, but I want to be sure. Please report problems.
April 29, 2009, 17:41 (GMT)
Bugfix #18632

Duplicating an armature, with constraints having a local Ipo, didn't
make a copy of this Ipo too, frustrating its drivers too.


April 29, 2009, 17:01 (GMT)
was testing this, didnt mean to commit.
April 29, 2009, 16:54 (GMT)
ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
April 29, 2009, 16:48 (GMT)
attempt to fix for py2.3
April 29, 2009, 16:41 (GMT)
Bug, reported by venomgfx:

Scrub frames in Sequencer image window stopped working. Was in a commit
from Joshua last july, with greasepencil fixes. No idea why he disabled
it, doesn't seem to harm gpencil at all (not in sequencer supported).

April 29, 2009, 16:16 (GMT)
Bugfix #18649

Grease pencil, floating panel, "Delete last stroke" crashed when there
were no strokes. Simple NULL check added.

April 29, 2009, 16:07 (GMT)
Bugfix from own testing:

Blender crashed, when started in debug -d, with compositor, after render.
Reason was the BKE_image_print_memlist() which reads the ibuf->rect from
all images, but for Image types "VIEWER" that's not valid, this data is
coming from other sources.

April 29, 2009, 15:25 (GMT)
2.5+ file read provision for 2.49

I've managed to find a basic fail-safe method to prevent using the read
data with an OK popup. I then still will read the file, but wait for user
confirmation to continue, or just free the database.

The pupup tells the user that at least animation data will be lost.

For background renders of 2.5+ things are more tricky, so here I've added
a default failure to read, returning 0, which will typically gracefully
quit blender.


April 29, 2009, 12:43 (GMT)
BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages.

- No allocating and freeing the namespace dictionary for every time its triggered
(hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster)

- Ability to use external python scripts for game logic.

- Convenient debug option that lets you edit scripts while the game engine runs.
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